#+SETUPFILE: ../../template/level-1.org
#+OPTIONS: toc:auto
#+TITLE: Character Creation
#+Description: Create a character for Fenris Punk.


* Character Creation

Fenris Punk assumes players want to role play their characters, not
roll play them. We suggest but do not insist on the following order to
create your character.


** Choose background details


*** Being

/See [[file:beings.org][Being]]./


*** Archetype

/See [[file:archetypes.org][Archetype]]./


*** Distro

Choose a Distro or a BaseScore distribution. For a more well-rounded
character, choose the Standard BaseScore. Then decide how to
distribute or allocate each score, usually with consideration to Being
and Archetype.

/See the [[file:../tables/BaseScoreDistributions.org][BaseScoreDistributions table]]./


*** Attributes


*** Spells


*** Languages


** Calculate stats

Fenris Punk uses deterministic stats; no random dice rolling when
calculating character stats.


*** BaseScores

BaseScores influence the outcomes of decisions a player makes for
their characters.


#+BEGIN_QUOTE
Being - Elf

Archetype - Death Mage

Base Scores - Standard

15, 14, 13, 12, 10, and 8

A player can then choose to distribute these however they could like,
such as this, with the highest scores in wisdom and intelligence:

Strength 8, Dexterity 12, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 13

Elf characters get +1 to dexterity and +2 to charisma, so the result
BaseScores in this case become:

Strength 8, Dexterity 13, Constitution 10, Wisdom 15, Intelligence 14,
Charisma 15
#+END_QUOTE


*** Health

Health scores derive from the archetype HealthDice and the CON. HP at
character level 1 always takes the max number plus the CON. All other
levels take half the max plus 1 plus CON.


#+BEGIN_QUOTE
Base Scores - Standard with Constitution 13

Dwarf - Constitution +1 so Constitution is 14, and CON is 2

Bounty Hunter - Health d12

Character Level 1, Bounty Hunter 1 : MAX(d12) + CON => 12 + 2 is HP 14

Character Level 2, Bounty Hunter 2 : PREVIOUS + half(d12) + 1 + CON => 14 + 6 + 1 + 2 is HP 23
#+END_QUOTE


*** Talents


**** Talent Modifier

A character's talent modifier score comes directly from their
Character Level. All characters at level 1 start at +2. Use this
modifier for dice rolls for related action, save, or skill checks that
match the related SkillGroup and/or TalentScores.

/See the [[file:../tables/CharacterLevels.org][CharacterLevels table]] and the [[file:../tables/Archetypes.org][Archetypes table]]./


*** Skills

Choose a number of skills from the SkillGroups to add the Talent
Modifer.


#+BEGIN_QUOTE
For example, a level 1 character with Dexterity 15 who has chosen
Stealth but not Acrobatics would roll 1d20+4 for Stealth, but only a
1d20+2 for Acrobatics. For Stealth they can add both their Talent
Modifer and their Score Modifier (DEX in this example), but Acrobatics
only add DEX.
#+END_QUOTE


Except at character level 1 or by the Athlete, choose a skill
more than once to use the Talent Modifer.


*** Saves

Rolling and calculating scores for Saves works like Skills, but Saves
almost always happen as a reaction to something.


*** Wills

As long as a character remains conscious they have a set of automatic
wills which set an Attempt threshold not for themselves, but for their
adversary or the ref.


*** Initiative

A special case for rolling a Dexterity Attempt to determine the
actor's order in combat.


*** Speed

An abstraction for the distance someone can move during their turn
during combat. All humanlike characters start with a default of 6.


*** Actions

Most actions in combat take only a moment or a few seconds.


*** Tasks

Choose a Tool available from the related Archetype.

Some Attempts take more time than an Action. Often, these will not
happen during combat. Roll for the outcome if the task has a
reasonable chance of failure or if the ref simply prefers it. Instead
of a Skill Attempt, players can choose to use a relavant Score
Modifier to the Attempt and their Talent Modifer if the task involves
one of their Tools.


#+BEGIN_QUOTE
For example, a level 1 character with Intelligence 16 who has not
chosen History from their SkillGroup but has chosen Computers from
their Tools can use a computer to help perform the task of looking up
information. Without the computer this person would roll 1d20+3, but
with the computer they would roll 1d20+5.
#+END_QUOTE


** Choose items


#+BEGIN_QUOTE
Welcome to capitalism! If you bought it with money... But remember,
spending money might not always mean fair and square, if the merchant
uses slaves!
#+END_QUOTE


*** Equipment

- 1 projectile weapon
- 1 melee weapon
- 1 armour
- 1 libre comlink, the Flossy X7 with subvocal mic
- 1 medkit (a high-tech kit like a high fantasy healing potion)
- 1000 credits
- 1 cyberware or 1000 credits
- 1 cyberware or 1000 credits (again)


*** Cyberware

Choose any two from Version 1 (unless taking the credits instead). If
you cast spells, your critical failure now equals the greatest Critical
Failure.


#+BEGIN_QUOTE
For example, a level 1 character chooses a Glass Eye, a Corporate
Head, and a Datajack. These have a Critical Penalty of NA, 3, and 2,
respectively. When (or if) casting a spell, this character will suffer
a critical failure if rolling 3 or less.
#+END_QUOTE


*** Vehicles


*** Home
